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Zodiac, Story of the Guardian


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#361 Solairflaire

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Posted 07 February 2015 - 01:53 PM

You mean the final battle music isn't Goodbye Mother from La Mulana? I'm disappointed in you.

 

Though, seriously, you probably should choose default songs if you're going the MP3 route since some people may not want to down download the MP3s. I think Golvellius did that.


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#362 newstarshipsmell

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Posted 07 February 2015 - 07:45 PM

I added a little trainer script in the very first recharge room. It will constantly spawn Energy, Speed, and Power upgrades so you can mess around with the new functionality.

Suggestion: Just add a room somewhere like this, and tell us which DMap/Room it is, and we can cheat/warp to it to test out the Sidearm changes:
Gds1SvQ.png
Then you can remove the spawning items from the first recharge room - and you can then completely forget about this added room. It won't be accessible without cheating, and thus won't be accessible in the final release (nor in the demo, to anyone who isn't bothering to follow this thread.) If the Sidearm will max out at 25 for each upgrade, you only need 24 of each in the room to completely power it up. And this makes it much easier and faster for us to pick out exactly how many of each we want to add to test it out... All we have to do is remember to warp in from the 8th-11th rows so we don't land on the powerups immediately. Have the door warp us back to the starting point in Aquarius.
 

I was actually going to suggest scaling the Zodiac weapons based on your blaster stats. It'll make it so most of them can at least stay relevant. Except the Aquarius one, I can't see that one being useful ever. Unless there is some enemy with a shield it can go around. But then it's only limited in usefulness. Some of them do need to move faster as is. I'm looking at you, uh, I think it's the Pisces 3-way, it's not labeled anywhere I can see.

It's labeled "Pisces Spread" in the inventory, but many of the inventory names do not match what he's listed in the OP... like the "Taurus Flame" vs. "Taurus Torch". The Pisces weapon is the only one he didn't mention in the OP. Hence why I referred to it as the "Pisces Something" - because I'm a sarcastic asshole.
 

I actually think that the blaster should have a consistent speed throughout the game. Something close to what lvl 2 speed is now. I think that instead of speed it should be special and give things like pierce, spread, etc. every 5 levels. Just have somewhere what it gets at each level.

I mostly agree - mostly what bugs me is that you can outpace your Lvl1 bullets, and after several upgrades, the speed increases become meaningless. Squashing the range of speeds so they start off between Lvl1 and Lvl2 (slightly faster that your pace) and don't increase nearly as much would placate me.
 

One thing I forgot to mention in my last post. I was able to get the Advanced Com on my first trip to Gemini before I fought Iron 3. It's apparently possible to do wall jumps without the double jump boots... I accomplished it by jumping and falling into the wall jump position with a tight maneuver at Gemini 3,C and going around the low ceiling thingy there. I think its 3,C. It's a tough jump. Aside from the computer being down after I blew up the computer until I blew up the engine, it doesn't appear to have caused anything to go awry. I couldn't get to the switch to enter Taurus. I was kinda sad about that.

One odd thing I was thinking about was what happens if you just skip getting the Advanced Com. It doesn't look like a required item right now at all. Would the computers suddenly work again after you blow up the Engine? I almost think they will.

Good point. I didn't even think to try that. Seriously, I think you deserve a special award for some of this persistent and time-consuming bugtesting you've done. I tried for nearly 20 minutes to make that jump up to the Virgo entrance early, and I can't do it. So I just have to take your word on some of these bugged jumps that they're actually possible, heh heh. With this jump, after reading your post, I tried it for about fifteen minutes, and finally managed to make the jump. It's much harder than going up somewhere, since that's relatively easy to set up if you can glitch up a wall to the screen top and then scroll up still inside the wall. Here, you have to keep falling down and quickly react to time your jump right, and most of the time you just end up falling down outside the wall and having to scroll down and back up to try again, which is very time-consuming and patience-trying.

I didn't even think about partially entering a wall by falling into its top corner - which I should have, since I'd noticed it's possible. You can gain the Health upgrade in Pisces 37 without the Grappler simply by dashing/jumping off the block near the bottom on the entrance screen, and timing your jump as you hit the top-right corner of the platform in the next room to bugwalljump off it and up onto the blocks.

I know sometimes you'll do a little hop when your jump brings you to the corner of a block above so you'll jump up on top of it, but that always happens automatically without pressing L again, and I think, intentionally by design. If you don't press L again in the spot I've mentioned, you just slide down the side of the platform slightly inside it.

I suspect that fixing this bug might prove problematic with other intended movement - like how you can make jumps from underneath overhanging tiles by jumping up slightly inside them, which is pretty much required in a number of places - so making it impossible to exploit this bug also might screw up a lot of the level design and require reworking it. It might be better to simply identify where it can be exploited to do serious sequence-breaking, like this Gemini spot, and redesign the affected rooms so that exploiting the bug prevents you from advancing. E.g. for Gemini 2C, perhaps extending the 3x1 pillar down two more tiles, and moving the solo block left and down one row/column, would place it so you can still reach it with a proper double-jump, but out of reach of a walljump. I'm not sure.
 

I imagine the same thing if you get Silver Arrows before regular Arrows in a standard ZC quest. The Arrows are a lvl 1 item and lvl 1 items can't replace higher level items.

You're correct. I just tested it - warped to Explosive Missile boss and defeated/acquired item. It gives you no extra missiles, so if you don't grab any upgrades, it just gives you a weapon you can select but without ammunition. Gaining Missile Upgrades to it works. Returning to Aquarius and gaining the Missile Launcher just adds 5 missiles to your max; it doesn't replace the Explosive Missiles item.
 

Actually, making custom enemies is totally doable. That's not much of a limitation at all!

To an extent. From my observations playing 2.5 quests with scripted custom enemies, so far, it doesn't seem like they fully integrate with the TLOZ enemies. E.g., in Linked To the Past, I noted that the custom enemies would stay dead after killing them the first time, regardless of whether I killed none, some or all of the TLOZ enemies in the dungeon room and returned. So either they don't integrate with that function or the quest author simply didn't know how or bother to integrate them. I wasn't sure if they can be integrated into the clear enemies/trigger secret/reward stuff either. While playing your demo, I wasn't sure whether all the rooms with enemy clear secret triggers/rewards in this quest were purely tile-swapped TLOZ enemies or included some custom scripted enemies... How does that work out?

One of the apparent drawbacks to using the ground-based TLOZ enemies in gravitied rooms seems to be that they have their direction of attack restricted to the horizontal direction - is that imposed by the engine by using gravity, or is that a restriction you put in place, just to prevent them from pointlessly trying to walk up against gravity/down against solid combos?

Could you, for example, script enemies that replace some of the ground-based TLOZ so they are less mindless, and either don't run off the edge of platforms, or are "smart" enough to sense when the drop would remove them from the screen, and not go that direction? Is that something the scripting could pull the necessary info from the room layout? Would you have to, instead, write general code and then draft data maps for each room they appear in to restrict/modify their movements properly? Or would you have to hardcode the restrictions for each enemy type for each different room layout they appear in? I know so little about ZC/ZQ and scripting enemies...

ETA: Gemini 2C: C-Dawg, pretty sure either of these setups would kill the sequence-break here:
zqKrigE.png/8A8Egy0.png
I've tested and confirmed that both can be passed with DJBs. I am 99% certain the first one cannot be walljumped past, and I'm 100% certain on the second. You may or may not want to put a block adjacent the single block, on the right side of 2B. Players will likely overshoot it on their first double-jump to it, scrolling the screen left, and if there's no block there in 2B, they'll fall down before they correct and hold right to scroll back onto the block in 2C. Not really a walkability issue if you opt not to add it.
ETA: In case it's not obvious - making the pillar 5 tiles high makes it impassable without DJBs, making it pointless to walljump to the block, if it's even still possible in either layout. You can't jump high enough to partially enter the pillar from the top, so the only way to pass it would be from the bottom. It's too high to bottom row bug jump into, and probably too low to jump into from on top of or the side of the left block. Maybe you could jump into the lower-left corner of it from a walljump from the right... but probably not. The second layout makes that less likely than the first.

Edited by newstarshipsmell, 07 February 2015 - 09:17 PM.


#363 C-Dawg

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Posted 07 February 2015 - 10:05 PM


 

newstarshipsmell, on 07 Feb 2015 - 5:45 PM, said:
Suggestion: Just add a room somewhere like this, and tell us which DMap/Room it is, and we can cheat/warp to it to test out the Sidearm changes:
Gds1SvQ.png
Then you can remove the spawning items from the first recharge room - and you can then completely forget about this added room. It won't be accessible without cheating, and thus won't be accessible in the final release (nor in the demo, to anyone who isn't bothering to follow this thread.) If the Sidearm will max out at 25 for each upgrade, you only need 24 of each in the room to completely power it up. And this makes it much easier and faster for us to pick out exactly how many of each we want to add to test it out... All we have to do is remember to warp in from the 8th-11th rows so we don't land on the powerups immediately. Have the door warp us back to the starting point in Aquarius.

 

 

I fail to see why I would do this.  I've got a room where you can upgrade as much as you want, right?

 

newstarshipsmell, on 07 Feb 2015 - 5:45 PM, said:
It's labeled "Pisces Spread" in the inventory, but many of the inventory names do not match what he's listed in the OP... like the "Taurus Flame" vs. "Taurus Torch". The Pisces weapon is the only one he didn't mention in the OP. Hence why I referred to it as the "Pisces Something" - because I'm a sarcastic asshole.

 

 

 
This is the best kind of asshole.

 

newstarshipsmell, on 07 Feb 2015 - 5:45 PM, said:
I mostly agree - mostly what bugs me is that you can outpace your Lvl1 bullets, and after several upgrades, the speed increases become meaningless. Squashing the range of speeds so they start off between Lvl1 and Lvl2 (slightly faster that your pace) and don't increase nearly as much would placate me.

 

 

 Okay, I get it, I really do.  But I like having three upgrade options, and because of what I'm doing for the weapons in the game, Speed is a logical choice.
 
Here's why I can't make the shots RANGE an upgrade.  Well, why I probably wont.  So most of your custom weapons use FFCs 27 - 32 in a dedicated way.  29 - 32 are used by Zodiac Weapons and your ship cannon (hence you can't use em at the same time), 28 and 27 are set aside for Grapple and Ice Beam.  The more TOTALLY custom weapons I make, the more slots I really want to set aside exclusuively for those weapons.  This cuts down on the number of odd interactions and possible bugs where multiple weapons use the same FFC.  (In case you are not aware yet, ZClassic gives you 32 "Free Form Combos" per screen.  Think of these as sprites that can have a location, velocity, and -- most importantly -- a script I code and variables to input into that script.  You NEVER HAVE MORE THAN 32)
 
The Sidearm is different.  Those are honest-to-God ARROW type Lweapons you're spawning.  That means I cannot control their movement with a script, at least not easily, and they have a direction, a speed, and a power.  
 
Now, if I wanted to make the Sidearm do something more interesting, then I'd have to make it another fully custom weapon.  At that point I could eat up god knows how many FFCs dedicating to it (the number of bullets possible on the screen at once) but what I'd probably do is set it up so that each custom weapon looks for a blank FFC and just loads a script into there.
 
Don't get me wrong, this is entirely possible.  It'd require retooling the General_Weapon script, but otherwise would be doable.
But -- BUT -- enemy bosses use this function already.  Can you see what would happen if I let you have access to a weapon that spams bullets, and those bullets eat up slots that are necessary to spawn enemy bullet storms, too?  Yep, you can cut the nuts off of a boss just buy spamming your weapon so there are no FFCs left to use as the enemy's projectiles.
 
"But, you could code essentially custom FFC-type entities into your custom global script and handle it that way"
LOOK, there's a limit on how much customization I'm doing here.  My next plans involve brushing up on my Allegro so I can do that kind of thing in a totally self-made enviornment, but if I were really going to redo the engine from the ground up, I think scrolling would be the first thing I'd be working on, not custom FFCs.
 
ALL THAT SAID 
 
If anyone has suggestions for ways to make the Speed variable less irrirating and more material to the player, I'm all ears.   Just understand that it has to be something I can make work with an Lweapon projectile that is not running a script, or else... see above.

 

newstarshipsmell, on 07 Feb 2015 - 5:45 PM, said:
To an extent. From my observations playing 2.5 quests with scripted custom enemies, so far, it doesn't seem like they fully integrate with the TLOZ enemies. E.g., in Linked To the Past, I noted that the custom enemies would stay dead after killing them the first time, regardless of whether I killed none, some or all of the TLOZ enemies in the dungeon room and returned. So either they don't integrate with that function or the quest author simply didn't know how or bother to integrate them. 

 

 

 
The latter two.  The way custom enemies work, at least in Zodiac and the "ghosting" technique that it spawned and some other scripters made far more user-friendly, is that a fire-type enemy is spawned by an FFC script and then moved around with whatever else you want the FFC to do.  I have my FFCs draw tiles directly out of the tile page, deal damage based on Link's location if he's inside the drawn FFC, etc.  If you want them to interact with Zelda Classic, well, just know you've got that fire-type enemy to use for whatever.
I will say that I have had endless problems with using scripted enemies + Enemies->Secrets + Linked Secret Screens.  Remember how bosses would keep reoccuring in earlier betas?  This is why.  I moved to a fully scripted solution.
Anyway, unlike with Weapons, which spawn whenver a player pushes a button, Enemies are assigned in advance.  It's much more feasible to re-do them from the ground up, hence my earlier comment.  If you want a particular kind of enemy, I can code it.  Not a problem.

 

newstarshipsmell, on 07 Feb 2015 - 5:45 PM, said:
One of the apparent drawbacks to using the ground-based TLOZ enemies in gravitied rooms seems to be that they have their direction of attack restricted to the horizontal direction - is that imposed by the engine by using gravity, or is that a restriction you put in place, just to prevent them from pointlessly trying to walk up against gravity/down against solid combos?

 

 

 
Yeah, I can make whatever.  The standard LOZ enemies are easy to use to populate most areas, but there's no reason I can't make better ones except laziness.  As I recall, the little volcano dorks in Taurus walk around just like you're suggesting.

 

newstarshipsmell, on 07 Feb 2015 - 5:45 PM, said:
Could you, for example, script enemies that replace some of the ground-based TLOZ so they are less mindless, and either don't run off the edge of platforms, or are "smart" enough to sense when the drop would remove them from the screen, and not go that direction? Is that something the scripting could pull the necessary info from the room layout? Would you have to, instead, write general code and then draft data maps for each room they appear in to restrict/modify their movements properly? Or would you have to hardcode the restrictions for each enemy type for each different room layout they appear in? I know so little about ZC/ZQ and scripting enemies...\

 

 

 
Yes.  Again, the trick is that Enemies are pre-placed and it's easy to control how many FFCs I'm using up.  Weapons are not so easy.

Edited by C-Dawg, 07 February 2015 - 10:08 PM.

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#364 newstarshipsmell

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Posted 07 February 2015 - 10:43 PM

Thanks. Some of that still goes over my head, but it's still pretty informative. I suspected that the whole Sidearm ranging thing might not be a practical suggestion - it's a cool idea, but it's not the first cool idea I've come up with that simply doesn't work in ZC. So, like my background artwork idea... oh well. Forget it.

I only suggested the upgrade room since, well... the powerups pile up on top of each other, so grabbing one grabs all of them. And you have to wait for them to accumulate. It just makes the player do extra work if they have to count them out, or leave/re-enter to reset the accumulated number for a given type, if they're trying to select particular numbers. The advantage I saw was that you could promptly forget you ever created it - no need to remember to remove them later on. And we'd still have a test room to access/screw with the Sidearm levels (since apparently we cannot change them in the inventory cheat menu) up until you finish the game. No biggie. I can still get what I need there.

I am kind of mildly displeased with the Sidearm aping the Ship Cannon with upgrades - I worry that that's going to still make many of the Zodiac weapons comparatively useless later in the game. But I haven't tried playing through with it yet, and don't know that my reaction bears merit.

If you can create more new custom enemies to replace more of the TLOZ enemies throughout the game, I'd suggest purposely designing them so that some Zodiac weapons are more useful against their movements/attacks/evasions/etc. than others (or simply do more damage to them, though how you indicate which enemies will be more susceptible to a given weapon seems non-trivial, since you must either a) communicate that through in-game text, i.e. terminal messages from Allied employees discussing various aliens' weaknesses, b) use visual indicators, e.g. icy/frozen enemies taking excessive damage from the Torch, or c) just let the player figure it out through trial and error.) You can use that to give the player an incentive to collect and use them; obviously, keeping in mind the relative order/timeframe for collecting them, so some areas can be really hard to proceed through before backtracking to go obtain a Z Weapon you now can access the boss guarding it.

On the other hand, the game's basically done now, excepting some minor bug work and finishing touches, yes? So I don't really want to insist you pile a bunch of more work on top of the to-do list. There's nothing horribly wrong with it; it's just frustrating that the weapons feel relatively pointless. I griped about it to my brother, who wisely pointed out "well, but most of the special weapons in TGL were pretty useless, too." So, there is that. ;) And come to think of it, I never really used the special weapons in the Mega Man games that much outside of using them against the bosses susceptible to them. So all in all, not a major point I suppose.

#365 C-Dawg

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Posted 07 February 2015 - 11:04 PM

The Sidearm suggestion WORKS, it just leads me down a road to many other problems.  Think of it is a problem with ZClassic + the hundred thousand lines of code I've written (Okay, okay, it's only 70k) more than just with ZClassic itself.  None of your thoughts about enemies with weak points are ill taken.  Remember, I'm currently stepping through all the bosses in the game and tweaking them.  So, Zodiac bosses are coming.

 

Tonight's update so far: Engine Core boss now replaced with Vector Defense machine.  Much better.  Repetitive, but challenging.  Will update once I clear your assorted bugs from the last page.



#366 newstarshipsmell

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Posted 08 February 2015 - 04:44 PM

Oh before I forget... the TLOZ enemy you should replace with a similar scripted enemy first? Those centipedes in Cancer and later Scorpio. Since they seem to have some bug, either in ZC, or present in TLOZ and correctly emulated, that causes them to stay dead until you leave/return to a DMap, rather than respawning when you cycle them out of the room history (which, obviously, is 0 for this quest, rather than the typical 6.) Worse, killing one or all of them seems to kill all the enemies in the room if you leave/return, including non-centipedes. Totally clashes with the rest of the spawn-every-time enemies throughout the game.

#367 Solairflaire

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Posted 08 February 2015 - 09:29 PM

Minor Update on Corridors reopening: I had been doing this playthrough trying to do the minimum amount of corridors until the end of the game, except Pisces 3,3 since that one had opened on me before so I wanted to keep checking it at various points to see if anything happened with it. I had killed off a bunch of the zodiac bosses (I need to do that to continue) and I had checked before I saved after killing the Libra one. That was the last one I finished off. I still have others to do. All of the corridors were still closed at that time. I just updated the quest file and now the corridors I've completed are reopened. Unfortunately, this kinda kills my ability to check on the corridors until I start over since I did the stupid thing and didn't make a backup of the quest file.



#368 C-Dawg

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Posted 08 February 2015 - 11:56 PM

Interesting.  I wonder if this is just a bug caused by global arrays getting ramrodded after you load a new .qst file?  I hope so.  I don't suppose anyone would want to check that the hard way, would they? :)

 

So I've changed the way the Zodiac Weapons calculate their power.  Now, they key off of your Sidearm upgrades.  I don't plan on making this fact obvious to the player; it'll be a hidden nugget of wisdom to figure out later.  Each Zodiac Weapon keys off of the Sidearm upgrades differently.  You, the dedicated few, shall have the formulas.  These are subject to change if any of them end up being too over or under powered:

 

Aquarius Bubble = sidearm_power + 2;

Scorpio Sting = sidearm_power + sidearm_speed;

Aries Saber = sidearm_power+4;

Pieces Spread = sidearm_speed*2;

Gemini Twinbeams = sidearm_power+sidearm_energy;

Capricorn Wave = sidearm_power*2;

Cancer Charge = Starts at sidearm_power, can increase up to sidearm_power*4 when fully charged.  A fully charged Cancer Charge is now the most powerful attack in the game.

Leo Laser = sidearm_energy*2;

Taurus Torch / Flame / Whatever = sidearm_power+sidearm_energy+sidearm_speed;

Virgo Whip = sidearm_speed*2;

Libra Crystal = sidearm_energy+sidearm_speed+4;

 

As you can see, which Weapon will be best for you will depend on which upgrades you collected.  Power is the most obvious one for the player, so that's usually what the Zodiac Weapons use.  But some few, particular the later ones, care more about other upgrades.  25 Speed upgrades on a Virgo Whip should be pretty hilarious.

 

Other than updating the game manual, that's all I've done.  The manual is posted in its entirety over on the Project Updates section, go check 'er out.

 

EDIT: Hah!  No update tonight.  Turns out that letting the player increase their power so high, particularly with the charge, lets them do so much damage in a single hit that they can bypass some parts of my boss codes that check for low health.  Gotta fix that before updating!

 

 

EDIT2: I just saw newspaceshipsmell's post over at TIG.  Thanks!  It's good to get a fresh pair of non-ZC polluted eyes every now and then.  I'll tweak my gross to-do list a bit.  I don't think I'm gonna make Feb 21 to be done!  Oh well.

 

1. Continue updating bosses to fix graphic glitches, avoid bugs, and improve quality of:

a. Shield Armor - Fix the way the bullets work, tweak damage and death animation and script.

b. War Machine - Tweak damage and death animation and script.

c. All 11 Zodiac Bosses - Tweak damage and death animation and script.  Scorpio needs to be rebuilt from the ground up, the rest can work as-is with some minor tweaks.

h. Super secret mystery stuff - A few graphical issues with these guys need to be worked out. 

2. Overhaul cutscene code.  It should be relatively simple to make strings show between two people having a conversation.  It will be less easy to replicate FFC movement, but that's just a matter of carefully plotting out who is going where when.  If I use global variables, I can even avoid screen warp nonsense in Leo.  No one has broken it yet, but I bet you there's a game-breaking bug somewhere to be found there.

3. Figure out what the hell is causing Corridors to close again!  (Hope that this is just people changing the QST file and overwriting custom variables)

4. Now that the corridor spawner is working perfectly, use it in more places.  This will mix up the enemies you see.

5. Finish bibliography and credits.

6. Fix ceiling-cling bug.

7. Consider bomb upgrade and possibly an additional tool.  The Enemy Eraser from TGL, perhaps?  A way to clear bullet hell that you have to pick-up consumables?  That could work...

8. Fix combos representing Pandora in dock

9. Fix doors so you press "up" to go in them instead of just warping.

10. Make the enemies appear from off screen in corridors instead of on-screen.

11. Make custom enemies to replace the more annoying LOZ default ones used at the moment.

12. Implement new music.   


Edited by C-Dawg, 09 February 2015 - 12:29 AM.

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#369 Solairflaire

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Posted 09 February 2015 - 01:00 AM

I hadn't tried before, but I was actually able to finish the reopened corridors. So, this doesn't appear completely game breaking now at least.

 

Edit: Is it just me or do the corridor doors change direction when they're closed?


Edited by Solairflaire, 09 February 2015 - 07:56 AM.


#370 C-Dawg

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Posted 09 February 2015 - 11:00 AM

They do!  It helps me tell them apart in the map editor, where I can't see them fully animate all the time.  I could fix it now, but I figured the chances of someone noticing them were about 1000 to 1.  I guess you're the 1!

 

So, did you complete all corridors and get Iron to team up?  That's the critical step that lets you know it works.



#371 newstarshipsmell

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Posted 09 February 2015 - 01:37 PM

That's interesting. When I noticed the bug, I found that beating the corridors which had reopened would only last so long as I remained in that DMap, or warped to another DMap and then straight back to it, without visiting any others. Otherwise, after completing them all, I'd return to them all (by cheatwarping to their rooms, or their DMap and q/noclipping over to them) and find the same handful were resetting. There didn't seem to be a correlation between corridors I've beaten previously (presumably under an earlier quest version) and corridors that were re-opening. But I'm pretty sure all the times it happened was after I'd upgraded the quest version mid-game, so regardless of how exactly it's affecting the corridors, it may indeed be restricted to cases where the player swaps out the quest file. In that case, obviously it won't be a problem after release, unless you release an update - if you haven't fixed it by then, you'll just have to warn everyone to start a new gamesave, as continuing with the existing save will screw up the endgame.

#372 C-Dawg

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Posted 09 February 2015 - 06:21 PM

Well, the concept is that I don't make it 1.0 until everything works and all the bugs we can find are gone.  No reason to rush things, I'm no one's schedule but my own.



#373 Solairflaire

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Posted 09 February 2015 - 08:55 PM

No, I haven't gotten the next step in the story after closing the corridors. They're staying closed for me even when I leave the area. It's just that I think some of them are just randomly reopening on me now. Maybe I just forgot to do them. I'm making a list of which ones are closed and I'll just keep checking them all. It's just that I swear I've finished all of them at least once.



#374 ShadowTiger

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Posted 09 February 2015 - 09:09 PM

Speaking technologically, from within the engine I mean, I wonder what would happen if instead of relying solely on an array of variables to keep track of which corridors are closed, it could also check to see if a series of rooms' secret states are triggered, after completing a particular corridor sets the secret state of an arbitrarily created empty room to true? If Global variables are reset with the changing of a version, would room secret states be reset like that? I'm unsure, but I'm inclined to say that they wouldn't reset as easily as global variables might.

#375 Solairflaire

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Posted 09 February 2015 - 10:29 PM

So, I've been checking corridors. They keep opening on me. There are only a few that do though.

 

Pisces 3,3

Gemini 7,5

Aries 0,0

Leo 0,0

Taurus 7,9

 

I can go in and complete them, but they reopen after a while.

 

On the first pass today of looking, I was at the Taurus 7,9 one and it just opened after standing on the screen for a while. I have no explanation. It was the last one I checked then. Originally, I had only found Gemini 7,5 open. After this happened, all of the others I mentioned above opened. I'm not a programmer so I have no idea what could cause this.


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